﻿namespace UnityEditorInternal
{
    using System;
    using UnityEngine;

    internal sealed class CameraUtility
    {
        public static bool DoesAnyCameraUseDeferred()
        {
            bool flag = false;
            Camera[] allCameras = Camera.allCameras;
            for (int i = 0; i < allCameras.Length; i++)
            {
                if (allCameras[i].actualRenderingPath == RenderingPath.DeferredLighting)
                {
                    flag = true;
                }
            }
            return flag;
        }
    }
}

